;添加项目时需要仿照[不带路径的文件名|备注]的格式添加一行标题 ;文件名相同而备注不同的视为多套配置, 此配置为最优先 ;将common.chunk改坏保存,Creator中会有编译错误,展开代码,将前面所有的#define语句复制到标题行的下方 ;这个是公用的,如果没有特殊的宏集合,会自动查找此处 [common|前向BasePass效果全开] 2 #define CC_DEVICE_SUPPORT_FLOAT_TEXTURE 1 3 #define CC_DEVICE_MAX_FRAGMENT_UNIFORM_VECTORS 1024 4 #define CC_DEVICE_MAX_VERTEX_UNIFORM_VECTORS 1024 5 #define CC_EFFECT_USED_VERTEX_UNIFORM_VECTORS 128 6 #define CC_EFFECT_USED_FRAGMENT_UNIFORM_VECTORS 128 7 #define CC_DEVICE_CAN_BENEFIT_FROM_INPUT_ATTACHMENT 0 8 #define CC_ENABLE_CLUSTERED_LIGHT_CULLING 0 9 #define CC_USE_MORPH 1 10 #define CC_MORPH_TARGET_COUNT 2 11 #define CC_MORPH_PRECOMPUTED 1 12 #define CC_MORPH_TARGET_HAS_POSITION 1 13 #define CC_MORPH_TARGET_HAS_NORMAL 1 14 #define CC_MORPH_TARGET_HAS_TANGENT 1 15 #define CC_USE_SKINNING 1 16 #define CC_USE_BAKED_ANIMATION 1 18 #define USE_BATCHING 0 21 #define CC_FORWARD_ADD 0 22 #define CC_RECEIVE_SHADOW 1 30 #define CC_ENABLE_DIR_SHADOW 1 50 #define CC_FOG_LINEAR 0 51 #define CC_FOG_EXP 1 52 #define CC_FOG_EXP_SQUARED 2 53 #define CC_FOG_LAYERED 3 54 #define CC_FOG_NONE 4 43 #define CC_PIPELINE_TYPE 0 44 #define CC_FORCE_FORWARD_SHADING 1 45 #define CC_SUPPORT_CASCADED_SHADOW_MAP 1 46 #define CC_DIR_SHADOW_PCF_TYPE 1 [common|前向AddPass效果全开] 2 #define CC_DEVICE_SUPPORT_FLOAT_TEXTURE 1 3 #define CC_DEVICE_MAX_FRAGMENT_UNIFORM_VECTORS 1024 4 #define CC_DEVICE_MAX_VERTEX_UNIFORM_VECTORS 1024 5 #define CC_EFFECT_USED_VERTEX_UNIFORM_VECTORS 128 6 #define CC_EFFECT_USED_FRAGMENT_UNIFORM_VECTORS 128 7 #define CC_DEVICE_CAN_BENEFIT_FROM_INPUT_ATTACHMENT 0 8 #define CC_ENABLE_CLUSTERED_LIGHT_CULLING 0 9 #define CC_USE_MORPH 1 10 #define CC_MORPH_TARGET_COUNT 2 11 #define CC_MORPH_PRECOMPUTED 1 12 #define CC_MORPH_TARGET_HAS_POSITION 1 13 #define CC_MORPH_TARGET_HAS_NORMAL 1 14 #define CC_MORPH_TARGET_HAS_TANGENT 1 15 #define CC_USE_SKINNING 1 16 #define CC_USE_BAKED_ANIMATION 1 22 #define CC_RECEIVE_SHADOW 1 30 #define CC_ENABLE_DIR_SHADOW 1 50 #define CC_FOG_LINEAR 0 51 #define CC_FOG_EXP 1 52 #define CC_FOG_EXP_SQUARED 2 53 #define CC_FOG_LAYERED 3 54 #define CC_FOG_NONE 4 43 #define CC_PIPELINE_TYPE 0 44 #define CC_FORCE_FORWARD_SHADING 1 21 #define CC_FORWARD_ADD 1 18 #define USE_BATCHING 0 45 #define CC_SUPPORT_CASCADED_SHADOW_MAP 1 46 #define CC_DIR_SHADOW_PCF_TYPE 1 [common|延迟效果全开] 2 #define CC_DEVICE_SUPPORT_FLOAT_TEXTURE 1 3 #define CC_DEVICE_MAX_FRAGMENT_UNIFORM_VECTORS 1024 4 #define CC_DEVICE_MAX_VERTEX_UNIFORM_VECTORS 1024 5 #define CC_EFFECT_USED_VERTEX_UNIFORM_VECTORS 128 6 #define CC_EFFECT_USED_FRAGMENT_UNIFORM_VECTORS 128 7 #define CC_DEVICE_CAN_BENEFIT_FROM_INPUT_ATTACHMENT 0 8 #define CC_ENABLE_CLUSTERED_LIGHT_CULLING 0 9 #define CC_USE_MORPH 1 10 #define CC_MORPH_TARGET_COUNT 2 11 #define CC_MORPH_PRECOMPUTED 1 12 #define CC_MORPH_TARGET_HAS_POSITION 1 13 #define CC_MORPH_TARGET_HAS_NORMAL 1 14 #define CC_MORPH_TARGET_HAS_TANGENT 1 15 #define CC_USE_SKINNING 1 16 #define CC_USE_BAKED_ANIMATION 1 22 #define CC_RECEIVE_SHADOW 1 30 #define CC_ENABLE_DIR_SHADOW 1 50 #define CC_FOG_LINEAR 0 51 #define CC_FOG_EXP 1 52 #define CC_FOG_EXP_SQUARED 2 53 #define CC_FOG_LAYERED 3 54 #define CC_FOG_NONE 4 43 #define CC_PIPELINE_TYPE 1 44 #define CC_FORCE_FORWARD_SHADING 0 21 #define CC_FORWARD_ADD 0 18 #define USE_BATCHING 0 45 #define CC_SUPPORT_CASCADED_SHADOW_MAP 1 46 #define CC_DIR_SHADOW_PCF_TYPE 1 [builtin-terrain.effect|前向效果全开] 2 #define CC_DEVICE_SUPPORT_FLOAT_TEXTURE 1 3 #define CC_DEVICE_MAX_FRAGMENT_UNIFORM_VECTORS 1024 4 #define CC_DEVICE_MAX_VERTEX_UNIFORM_VECTORS 1024 5 #define CC_EFFECT_USED_VERTEX_UNIFORM_VECTORS 128 6 #define CC_EFFECT_USED_FRAGMENT_UNIFORM_VECTORS 128 7 #define CC_DEVICE_CAN_BENEFIT_FROM_INPUT_ATTACHMENT 0 8 #define CC_ENABLE_CLUSTERED_LIGHT_CULLING 0 9 #define CC_USE_MORPH 0 15 #define CC_USE_SKINNING 0 16 #define CC_USE_BAKED_ANIMATION 0 22 #define CC_RECEIVE_SHADOW 1 30 #define CC_ENABLE_DIR_SHADOW 1 43 #define CC_PIPELINE_TYPE 1 44 #define CC_FORCE_FORWARD_SHADING 0 21 #define CC_FORWARD_ADD 0 18 #define USE_BATCHING 0 19 #define USE_INSTANCING 0 [instanced-color.effect|前向效果全开] 2 #define USE_INSTANCING 1 3 #define USE_BATCHING 1 4 #define USE_LIGHTMAP 1 5 #define CC_DEVICE_SUPPORT_FLOAT_TEXTURE 1 6 #define CC_DEVICE_MAX_FRAGMENT_UNIFORM_VECTORS 1024 7 #define CC_DEVICE_MAX_VERTEX_UNIFORM_VECTORS 1024 8 #define CC_EFFECT_USED_VERTEX_UNIFORM_VECTORS 128 9 #define CC_EFFECT_USED_FRAGMENT_UNIFORM_VECTORS 128 10 #define CC_DEVICE_CAN_BENEFIT_FROM_INPUT_ATTACHMENT 0 11 #define CC_ENABLE_CLUSTERED_LIGHT_CULLING 0 12 #define CC_USE_MORPH 1 13 #define CC_MORPH_TARGET_COUNT 2 14 #define CC_MORPH_PRECOMPUTED 1 15 #define CC_MORPH_TARGET_HAS_POSITION 1 16 #define CC_MORPH_TARGET_HAS_NORMAL 1 17 #define CC_MORPH_TARGET_HAS_TANGENT 1 18 #define CC_USE_SKINNING 1 19 #define CC_USE_BAKED_ANIMATION 1 [builtin-reflection-deferred.effect|前向效果全开] 2 #define CC_DEVICE_SUPPORT_FLOAT_TEXTURE 1 3 #define CC_DEVICE_MAX_FRAGMENT_UNIFORM_VECTORS 1024 4 #define CC_DEVICE_MAX_VERTEX_UNIFORM_VECTORS 1024 5 #define CC_EFFECT_USED_VERTEX_UNIFORM_VECTORS 128 6 #define CC_EFFECT_USED_FRAGMENT_UNIFORM_VECTORS 128 7 #define CC_DEVICE_CAN_BENEFIT_FROM_INPUT_ATTACHMENT 0 8 #define CC_ENABLE_CLUSTERED_LIGHT_CULLING 0 9 #define CC_USE_MORPH 1 10 #define CC_MORPH_TARGET_COUNT 2 11 #define CC_MORPH_PRECOMPUTED 1 12 #define CC_MORPH_TARGET_HAS_POSITION 1 13 #define CC_MORPH_TARGET_HAS_NORMAL 1 14 #define CC_MORPH_TARGET_HAS_TANGENT 1 15 #define CC_USE_SKINNING 1 16 #define CC_USE_BAKED_ANIMATION 1 21 #define CC_FORWARD_ADD 1 22 #define CC_RECEIVE_SHADOW 1 27 #define CC_ENABLE_DIR_SHADOW 1 [deferred-lighting.effect|前向效果全开] 2 #define CC_DEVICE_SUPPORT_FLOAT_TEXTURE 1 3 #define CC_DEVICE_MAX_FRAGMENT_UNIFORM_VECTORS 1024 4 #define CC_DEVICE_MAX_VERTEX_UNIFORM_VECTORS 1024 5 #define CC_EFFECT_USED_VERTEX_UNIFORM_VECTORS 128 6 #define CC_EFFECT_USED_FRAGMENT_UNIFORM_VECTORS 128 7 #define CC_DEVICE_CAN_BENEFIT_FROM_INPUT_ATTACHMENT 0 8 #define CC_ENABLE_CLUSTERED_LIGHT_CULLING 0 9 #define CC_RECEIVE_SHADOW 1 13 #define CC_FORWARD_ADD 1 14 #define CC_ENABLE_DIR_SHADOW 1 16 #define CC_PIPELINE_TYPE 0 17 #define CC_FORCE_FORWARD_SHADING 1 [skybox|前向效果全开] 2 #define CC_DEVICE_SUPPORT_FLOAT_TEXTURE 1 3 #define CC_DEVICE_MAX_FRAGMENT_UNIFORM_VECTORS 1024 4 #define CC_DEVICE_MAX_VERTEX_UNIFORM_VECTORS 1024 5 #define CC_EFFECT_USED_VERTEX_UNIFORM_VECTORS 128 6 #define CC_EFFECT_USED_FRAGMENT_UNIFORM_VECTORS 128 7 #define CC_DEVICE_CAN_BENEFIT_FROM_INPUT_ATTACHMENT 0 8 #define CC_ENABLE_CLUSTERED_LIGHT_CULLING 0 [builtin-sprite.effect|前向效果全开] 4 #define CC_DEVICE_SUPPORT_FLOAT_TEXTURE 1 5 #define CC_DEVICE_MAX_FRAGMENT_UNIFORM_VECTORS 1024 6 #define CC_DEVICE_MAX_VERTEX_UNIFORM_VECTORS 1024 7 #define CC_EFFECT_USED_VERTEX_UNIFORM_VECTORS 128 8 #define CC_EFFECT_USED_FRAGMENT_UNIFORM_VECTORS 128 9 #define CC_DEVICE_CAN_BENEFIT_FROM_INPUT_ATTACHMENT 0 10 #define CC_ENABLE_CLUSTERED_LIGHT_CULLING 0 12 #define CC_USE_EMBEDDED_ALPHA 1 [builtin-sprite-gpu.effect|前向效果全开] 2 #define CC_DEVICE_SUPPORT_FLOAT_TEXTURE 1 3 #define CC_DEVICE_MAX_FRAGMENT_UNIFORM_VECTORS 1024 4 #define CC_DEVICE_MAX_VERTEX_UNIFORM_VECTORS 1024 5 #define CC_EFFECT_USED_VERTEX_UNIFORM_VECTORS 128 6 #define CC_EFFECT_USED_FRAGMENT_UNIFORM_VECTORS 128 7 #define CC_DEVICE_CAN_BENEFIT_FROM_INPUT_ATTACHMENT 0 8 #define CC_ENABLE_CLUSTERED_LIGHT_CULLING 0 11 #define CC_USE_EMBEDDED_ALPHA 1 [builtin-wireframe.effect|前向效果全开] 2 #define CC_DEVICE_SUPPORT_FLOAT_TEXTURE 1 3 #define CC_DEVICE_MAX_FRAGMENT_UNIFORM_VECTORS 1024 4 #define CC_DEVICE_MAX_VERTEX_UNIFORM_VECTORS 1024 5 #define CC_EFFECT_USED_VERTEX_UNIFORM_VECTORS 128 6 #define CC_EFFECT_USED_FRAGMENT_UNIFORM_VECTORS 128 7 #define CC_DEVICE_CAN_BENEFIT_FROM_INPUT_ATTACHMENT 0 8 #define CC_ENABLE_CLUSTERED_LIGHT_CULLING 0 9 #define CC_USE_MORPH 1 10 #define CC_MORPH_TARGET_COUNT 2 11 #define CC_MORPH_PRECOMPUTED 1 12 #define CC_MORPH_TARGET_HAS_POSITION 1 13 #define CC_MORPH_TARGET_HAS_NORMAL 1 14 #define CC_MORPH_TARGET_HAS_TANGENT 1 15 #define CC_USE_SKINNING 1 16 #define CC_USE_BAKED_ANIMATION 1 [planar-shadow.effect|前向效果全开] 2 #define CC_DEVICE_SUPPORT_FLOAT_TEXTURE 1 3 #define CC_DEVICE_MAX_FRAGMENT_UNIFORM_VECTORS 1024 4 #define CC_DEVICE_MAX_VERTEX_UNIFORM_VECTORS 1024 5 #define CC_EFFECT_USED_VERTEX_UNIFORM_VECTORS 128 6 #define CC_EFFECT_USED_FRAGMENT_UNIFORM_VECTORS 128 7 #define CC_DEVICE_CAN_BENEFIT_FROM_INPUT_ATTACHMENT 0 8 #define CC_ENABLE_CLUSTERED_LIGHT_CULLING 0 9 #define CC_USE_MORPH 1 10 #define CC_MORPH_TARGET_COUNT 2 11 #define CC_MORPH_PRECOMPUTED 1 12 #define CC_MORPH_TARGET_HAS_POSITION 1 13 #define CC_MORPH_TARGET_HAS_NORMAL 1 14 #define CC_MORPH_TARGET_HAS_TANGENT 1 15 #define CC_USE_SKINNING 1 16 #define CC_USE_BAKED_ANIMATION 1 [batched-unlit.effect|前向效果全开] 2 #define CC_DEVICE_SUPPORT_FLOAT_TEXTURE 1 3 #define CC_DEVICE_MAX_FRAGMENT_UNIFORM_VECTORS 1024 4 #define CC_DEVICE_MAX_VERTEX_UNIFORM_VECTORS 1024 5 #define CC_EFFECT_USED_VERTEX_UNIFORM_VECTORS 128 6 #define CC_EFFECT_USED_FRAGMENT_UNIFORM_VECTORS 128 7 #define CC_DEVICE_CAN_BENEFIT_FROM_INPUT_ATTACHMENT 0 8 #define CC_ENABLE_CLUSTERED_LIGHT_CULLING 0 9 #define CC_USE_MORPH 1 10 #define CC_MORPH_TARGET_COUNT 2 11 #define CC_MORPH_PRECOMPUTED 1 12 #define CC_MORPH_TARGET_HAS_POSITION 1 13 #define CC_MORPH_TARGET_HAS_NORMAL 1 14 #define CC_MORPH_TARGET_HAS_TANGENT 1 15 #define CC_USE_SKINNING 1 16 #define CC_USE_BAKED_ANIMATION 1